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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Henry" data-source="post: 7768381" data-attributes="member: 158"><p>...and therefore, Rope Trick is a healing spell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><em>Sorry, joke from another thread...</em> </p><p></p><p>I like Lew's articles specifically because they generate lively debate, not of the ever-present "Sharpshooter Feat is overpowered / Class X is underpowered" variety.</p><p></p><p></p><p></p><p>Nonetheless, he's got a point in that newer RPGs are designed to minimize TPKs as much as possible; The odds of a TPK are (totally imaginary numbers here) like a 1 in 20 versus AD&D's 1 in 5. The odds of outright "save or die" is almost nil for any one character in D&D5 - only very rare amounts of damage in one shot. There is no save or die for any spell, no save or die for any poison, no dying immediately at 0 hit points. For letting characters continue play despite setbacks, this is awesome; but for someone whose first experiences were under a system with those as distinct possibilities, it doesn't evoke the same environment; kind of like Lord of the Rings versus Game of Thrones. (If I were playing an actual Game of Thrones-style D&D game, I'd probably use something like AD&D, too.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 7768381, member: 158"] ...and therefore, Rope Trick is a healing spell. :) [i]Sorry, joke from another thread...[/i] I like Lew's articles specifically because they generate lively debate, not of the ever-present "Sharpshooter Feat is overpowered / Class X is underpowered" variety. Nonetheless, he's got a point in that newer RPGs are designed to minimize TPKs as much as possible; The odds of a TPK are (totally imaginary numbers here) like a 1 in 20 versus AD&D's 1 in 5. The odds of outright "save or die" is almost nil for any one character in D&D5 - only very rare amounts of damage in one shot. There is no save or die for any spell, no save or die for any poison, no dying immediately at 0 hit points. For letting characters continue play despite setbacks, this is awesome; but for someone whose first experiences were under a system with those as distinct possibilities, it doesn't evoke the same environment; kind of like Lord of the Rings versus Game of Thrones. (If I were playing an actual Game of Thrones-style D&D game, I'd probably use something like AD&D, too.) :) [/QUOTE]
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